Attention all aspiring adventurers, warriors, and explorers! The mischievous chaos deity Eris has captured the many denizens of four separate kingdoms and has forced them to do combat with one another in The Chaos Conduit, a domain of her own creation, for her own sadistic pleasure. Now, she has turned her attention to the many Heroes of Warcraft and will stop at nothing to drag them into her twisted realm. So ready your armies, sharpen your swords, hone your abilities, and fight for your survival and freedom in:
Set Features:
130+ New Custom Cards!
A new Keyword: Swarm
A new Legendary mechanic: Permanent Tokens
Solo adventure mode (in the works)
Swarm-a new mechanic focusing on tribal synergy!
I have always enjoyed the idea of tribal decks in Hearthstone, and I think this is a step in the right direction to making more of those decks a reality. Not all classes will receive Swarm cards, but I have made one for each existing Hearthstone tribe.
Notes:
-Swarm will trigger on play, not summon so Shadowed Prowler will not gain +2/+2 after you play something like Unleash the Hounds.
-Because it triggers on cards played from hand, this expansion will favor adding many small tokens to your hand to play for Swarm triggers.
-Swarm focuses on tribal synergies, so I will be bringing back some keywords from old expansions.
Permanent Tokens-Unkillable, untargetable tokens that take up a board space, but provide constant benefits. See Nether Portal.
-To prevent some bad evolves/devolves/transform effects, all permanent tokens will be generated through spells, Battlecries, or Deathrattles of collectible cards.
Now, onto the cards!
Druid
Hunter
Mage
Paladin
Priest
Rogue
Shaman
Warlock
Warrior
-Neutral Cards-
Common
Rare
Epic
Legendary
Chaos Invocations (Eris)
Darksworn Cards (Doomjaw and Harbinger of Doom)
Notes Regarding Doomjaw:
-Cards will be replaced randomly, so in theory you could get all of the same card. Each card would have an equal chance of appearing, though.
-Alice is a "Legendary", so there will only be one in your deck (if possible). Basically, if this card is selected to replace a card in your deck, it will not appear in any future "replacement rolls"
My very first expansion! So many cards to make, but I believe it was worth it to see everything together in the end. As of the time I am posting this, the "adventure" mode is almost complete, and I will include a separate post for that later. Orgrim Doomhammer, Aegwynn, Yrel, and little Sophie will be the playable heroes for this mode, which is why they are there as class cards as well. Of course, all of these cards are subject to change! I am not a professional game developer, so if you guys believe one card is too strong or too weak, I would be more then happy to tweak it! Overall, thank you for reading and looking through all of this, feedback is very much appreciated.
Overall, it's pretty nice. Personally, I dislike permanents as they're impossible to balance, but that's fine. One small complaint: Eris, supposedly the evil goddess of super-evilness and discordant dismality can get beat up by a measly River Crocolisk... Something doesn't seem right here.
Thank you for your feedback! I understand that permanent tokens are essentially impossible to balance (believe me, I went through quite a few iterations before settling with the ones I have now) but I enjoyed the idea of Nether Portal and was actually inspired by the many amulets and permanents of Shadowverse. Plus, I wanted to add something "new" with my expansion like Legendary weapons, quests, death knights, etc. As for Eris, I can see how she can be underwhelming. I was actually planning a Blackrock Mountain-style "twist", where Doomjaw is the actual final boss (this is why he has the big, powerful, 10-Mana value card). In the meantime, I will work on a more "superboss" style for Eris and will update it when I finish.
Why make this? Just for fun? Is there any use for it? It must have taken a lot of hard work and I'd hate to see it go to waste. Very impressive nonetheless.
A few comments on your cards, but first I'd like to say nice job so far, I really like the consistency and flavor of your custom expansion.
Rather than saying "two 3-cost minions" you should say "a 3-cost minion, twice" just to line up with how Discover works.
I feel like it would be easier to understand, and better flavorwise if you just got a coin instead for this card.
I understand you want this to be balanced if you don't have it buffed, but it's designed (I think) around it receiving buffs, so I would make it summon only 4 copies, especially since you don't want this to be the only thing you control most of the time.
I like this card, but I think it would be too polarizing, if you make the permanent only heal 1 to all friendlies, it can still be good, but not insane from as early as turn 4 (3 with the coin).
I'm not sure what you were trying to do with this card, but I think it should be "Give an enemy minion "Deathrattle: Add two Coins to your hand." so like you put an actual bounty on one of your opponent's minions and killing it gives you the reward. I could alternativley see you version being applied to one of your own minions that you want to die, to give your opponent a little incentive to kill it themselves, but I don't think it's something worth building around.
This is broken in Zoo decks. Make it reveal twice or thrice, but this can fill your board with a nice 6/3 in the mix.
I like it, but it's a little OP. Make the permanent give only the first minion you summon in a turn +3/+3. You could make it +4/+4 if you want, but every minion is a little strong IMO.
I've got some other picky details to discuss pertaining to balance nuances, but nothing as big as what I mentioned above. I can go into them if you like, but I'll let you ask for that depth of review.
Quite an insightful analysis about a lot of the cards so, I will try to respond to each one.
1) Nature's Preserver makes sense, so I an just update the card with that one.
2) Ruby Hoarder, or more specifically Dragon Tooth was made such that it functions identically to The Coin but supports Big Spell Mage. Synergies include Ethereal Drake (or any spell cost reduction card), Arcane Tyrant, and Dragoncaller Alanna.
3) Drakonid Swarmer I made with Wisps of the Old Gods in mind, adding Taunt to them as a bonus. I feel like only summoning 4 of them is a little weak, but to meet in the middle I can make it summon 5 or 6.
4) Sophie is certainly an interesting one, and as one of the cheaper Permanent generators it does seem right to make it a little on the weaker side. Your idea is good, but to make it a little bit more powerful, I can make it restore 1 health to all friendly minions and 2-3 health (whichever is more balanced) to your hero.
5) Perhaps this is bad wording on my part, but I meant for it to be placed on any minion and to give the two coins to the opposing player. For example, if you cast it on your own minion, it will give two coins to your opponent when it dies. If you cast it on an enemy minion, it will give you two coins when you kill it. If you have a better way of putting that on a card, please let me know because I am stuck with how to properly word that.
6) Shad'ra's text is already too long for it to be limited to two or three repeats with the battlecry, but since you (and a lot of people I showed it to) believe it is on the stronger side, I can give it the Blizzard nerf treatment and increase its cost to 6 or 7. That way, it is a lot less of a "game winner" when played on curve and can also be very punishing if the battlecry whiffs (7 mana 6/3 do nothing is preeeeety bad!).
7) I do like your idea of change here, and it can even fit flavor-wise if I make it the first minion played/summoned each turn. That is, giving the "leadership" over to that minion for one turn. I will definitely consider a change like that since this is also a card people have complained about being too strong.
I would also enjoy hearing any additional "picky" balance details you may have, just make sure to keep it fairly concise.
This is pretty nice, seriously. But I saw that you focused so much on an specific deck archetype, and that's not how Hearthstone works.
For example: A majority of druid/hunter cards are beasts or interact with. So this kinda makes you focus on a beast deck, otherwise this expansion will be pretty useless for Druids/Hunters. I'm not saying that you can't create great cards to beast decks or anything, but you should create some dragons and/or anything that could open doors for another deck archetype.
Only beasts-friendly on your hunter cards, dragons/freeze for mage, dragons for paladins, pirates for rogues... Why not some dragons for hunters? Buff cards for paladins? Some aggro minions for mage?
The one that I really liked is Warrior. Some cool variation of archetypes, theres even a mech.
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Attention all aspiring adventurers, warriors, and explorers! The mischievous chaos deity Eris has captured the many denizens of four separate kingdoms and has forced them to do combat with one another in The Chaos Conduit, a domain of her own creation, for her own sadistic pleasure. Now, she has turned her attention to the many Heroes of Warcraft and will stop at nothing to drag them into her twisted realm. So ready your armies, sharpen your swords, hone your abilities, and fight for your survival and freedom in:
Set Features:
Swarm-a new mechanic focusing on tribal synergy!
I have always enjoyed the idea of tribal decks in Hearthstone, and I think this is a step in the right direction to making more of those decks a reality. Not all classes will receive Swarm cards, but I have made one for each existing Hearthstone tribe.
Notes:
-Swarm will trigger on play, not summon so Shadowed Prowler will not gain +2/+2 after you play something like Unleash the Hounds.
-Because it triggers on cards played from hand, this expansion will favor adding many small tokens to your hand to play for Swarm triggers.
-Swarm focuses on tribal synergies, so I will be bringing back some keywords from old expansions.
Permanent Tokens-Unkillable, untargetable tokens that take up a board space, but provide constant benefits. See Nether Portal.
-To prevent some bad evolves/devolves/transform effects, all permanent tokens will be generated through spells, Battlecries, or Deathrattles of collectible cards.
Now, onto the cards!
Druid
Hunter
Mage
Paladin
Priest
Rogue
Shaman
Warlock
Warrior
-Neutral Cards-
Common
Rare
Epic
Legendary
Chaos Invocations (Eris)
Darksworn Cards (Doomjaw and Harbinger of Doom)
Notes Regarding Doomjaw:
-Cards will be replaced randomly, so in theory you could get all of the same card. Each card would have an equal chance of appearing, though.
-Alice is a "Legendary", so there will only be one in your deck (if possible). Basically, if this card is selected to replace a card in your deck, it will not appear in any future "replacement rolls"
My very first expansion! So many cards to make, but I believe it was worth it to see everything together in the end. As of the time I am posting this, the "adventure" mode is almost complete, and I will include a separate post for that later. Orgrim Doomhammer, Aegwynn, Yrel, and little Sophie will be the playable heroes for this mode, which is why they are there as class cards as well. Of course, all of these cards are subject to change! I am not a professional game developer, so if you guys believe one card is too strong or too weak, I would be more then happy to tweak it! Overall, thank you for reading and looking through all of this, feedback is very much appreciated.
Overall, it's pretty nice. Personally, I dislike permanents as they're impossible to balance, but that's fine. One small complaint: Eris, supposedly the evil goddess of super-evilness and discordant dismality can get beat up by a measly River Crocolisk... Something doesn't seem right here.
Wished to be pink.
Then did.
Then fired myself.
Then did again.
Thank you for your feedback! I understand that permanent tokens are essentially impossible to balance (believe me, I went through quite a few iterations before settling with the ones I have now) but I enjoyed the idea of Nether Portal and was actually inspired by the many amulets and permanents of Shadowverse. Plus, I wanted to add something "new" with my expansion like Legendary weapons, quests, death knights, etc. As for Eris, I can see how she can be underwhelming. I was actually planning a Blackrock Mountain-style "twist", where Doomjaw is the actual final boss (this is why he has the big, powerful, 10-Mana value card). In the meantime, I will work on a more "superboss" style for Eris and will update it when I finish.
Why make this? Just for fun? Is there any use for it? It must have taken a lot of hard work and I'd hate to see it go to waste. Very impressive nonetheless.
btw Shadowform Priest is awesome
The man, the myth, the Legend.
(wait, I've only gotten rank 2, not legend)
A few comments on your cards, but first I'd like to say nice job so far, I really like the consistency and flavor of your custom expansion.
Rather than saying "two 3-cost minions" you should say "a 3-cost minion, twice" just to line up with how Discover works.
I feel like it would be easier to understand, and better flavorwise if you just got a coin instead for this card.
I understand you want this to be balanced if you don't have it buffed, but it's designed (I think) around it receiving buffs, so I would make it summon only 4 copies, especially since you don't want this to be the only thing you control most of the time.
I like this card, but I think it would be too polarizing, if you make the permanent only heal 1 to all friendlies, it can still be good, but not insane from as early as turn 4 (3 with the coin).
I'm not sure what you were trying to do with this card, but I think it should be "Give an enemy minion "Deathrattle: Add two Coins to your hand." so like you put an actual bounty on one of your opponent's minions and killing it gives you the reward. I could alternativley see you version being applied to one of your own minions that you want to die, to give your opponent a little incentive to kill it themselves, but I don't think it's something worth building around.
This is broken in Zoo decks. Make it reveal twice or thrice, but this can fill your board with a nice 6/3 in the mix.
I like it, but it's a little OP. Make the permanent give only the first minion you summon in a turn +3/+3. You could make it +4/+4 if you want, but every minion is a little strong IMO.
I've got some other picky details to discuss pertaining to balance nuances, but nothing as big as what I mentioned above. I can go into them if you like, but I'll let you ask for that depth of review.
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Nice job! :)
I mean this is an impressive job and it's so full of cool ideas, but man, everything is so OP!
Fuking op. But impressive.
Quite an insightful analysis about a lot of the cards so, I will try to respond to each one.
1) Nature's Preserver makes sense, so I an just update the card with that one.
2) Ruby Hoarder, or more specifically Dragon Tooth was made such that it functions identically to The Coin but supports Big Spell Mage. Synergies include Ethereal Drake (or any spell cost reduction card), Arcane Tyrant, and Dragoncaller Alanna.
3) Drakonid Swarmer I made with Wisps of the Old Gods in mind, adding Taunt to them as a bonus. I feel like only summoning 4 of them is a little weak, but to meet in the middle I can make it summon 5 or 6.
4) Sophie is certainly an interesting one, and as one of the cheaper Permanent generators it does seem right to make it a little on the weaker side. Your idea is good, but to make it a little bit more powerful, I can make it restore 1 health to all friendly minions and 2-3 health (whichever is more balanced) to your hero.
5) Perhaps this is bad wording on my part, but I meant for it to be placed on any minion and to give the two coins to the opposing player. For example, if you cast it on your own minion, it will give two coins to your opponent when it dies. If you cast it on an enemy minion, it will give you two coins when you kill it. If you have a better way of putting that on a card, please let me know because I am stuck with how to properly word that.
6) Shad'ra's text is already too long for it to be limited to two or three repeats with the battlecry, but since you (and a lot of people I showed it to) believe it is on the stronger side, I can give it the Blizzard nerf treatment and increase its cost to 6 or 7. That way, it is a lot less of a "game winner" when played on curve and can also be very punishing if the battlecry whiffs (7 mana 6/3 do nothing is preeeeety bad!).
7) I do like your idea of change here, and it can even fit flavor-wise if I make it the first minion played/summoned each turn. That is, giving the "leadership" over to that minion for one turn. I will definitely consider a change like that since this is also a card people have complained about being too strong.
I would also enjoy hearing any additional "picky" balance details you may have, just make sure to keep it fairly concise.
I'm glad we could agree in most cases, I didn't think about the dragon tooth affecting Big Spell mage, but I like it.
Anyways, I'll make a post tomorrow or something about any minor changes I think should be looked at.
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This is pretty nice, seriously. But I saw that you focused so much on an specific deck archetype, and that's not how Hearthstone works.
For example: A majority of druid/hunter cards are beasts or interact with. So this kinda makes you focus on a beast deck, otherwise this expansion will be pretty useless for Druids/Hunters. I'm not saying that you can't create great cards to beast decks or anything, but you should create some dragons and/or anything that could open doors for another deck archetype.
Only beasts-friendly on your hunter cards, dragons/freeze for mage, dragons for paladins, pirates for rogues... Why not some dragons for hunters? Buff cards for paladins? Some aggro minions for mage?
The one that I really liked is Warrior. Some cool variation of archetypes, theres even a mech.